SangRahl Posted February 18, 2009 Author Share Posted February 18, 2009 No problem, Skotte... I'm guessing that I'm at a dead end. The problem being that the original author has explicitly stated that in no way will he alter his original and ongoing work for the benefit of anyone seeking to make cosmetic changes, and he will not allow his mod to be duplicated for re-release (any changes must be dependant on his original mod). But, due to how the TextureSet and StaticModel data is attached to items, there's no way around directly editing the item data, which would require it to be integrated directly into his mod, due to how stacks mods interract (or rather, how they don't interact, but simply attempt to overwrite one another)... Perhaps there is a way to attempt what I'm trying... and I know I'll keep looking. (I've yet to figure out how to import/replace data using FO3Edit... Perhaps if I can find a simple enough method to do that, it would be a matter of the end-user completing the necessary changes?) Link to comment Share on other sites More sharing options...
I_Am_Error117 Posted February 26, 2009 Share Posted February 26, 2009 there may be other ways but I'll tell you how I know it can be done. one way: Open FO3edit ( http://www.fallout3nexus.com/downloads/file.php?id=637 ) , let it load your entire mod list you intend to use, right-click the esp you want dependent & select "Add Masters...", select the file esp/esm to be the master. A couple things of note about this method: 1 , If you doing this for body mods (custom eyes, hair etc) you'll need need to do this through Fo3edit.2 , this method is good for personal use but isn't practical for a release mod as it requires that the master esp to be in the same load order location for everyone who uses the dependent esp. second way: in FOMM use the the plugin editor to copy the forms needed from the "master esp" & paste to the the other esp. this method is more flexible as the info is contained in the file that needs it. so it's a decent option if you intend to release it. another way: use TES4Gecko ( http://www.tesnexus.com/downloads/file.php?id=8665 ) to convert your master esp into a true ESM, then when you load the new esm with the esp you want dependent it will be forever. I hope my knowledge helps you figure the method best for what you want to do. Oh man Thank you so much! I just found this thread and realized what I had been doing wrong! +Kudos :thanks: Thanks a million! Link to comment Share on other sites More sharing options...
Skotte Posted February 26, 2009 Share Posted February 26, 2009 :thanks: for the kudos, glad I was able to help you figure out your problem :smile: Link to comment Share on other sites More sharing options...
3vilg3nius Posted February 27, 2010 Share Posted February 27, 2010 Well this is how I did it...I used (with permission of course) resources from like 14 different mods in GECK. 1. Go to documents/mygames/fallout3/GECKcustom.ini and edit this line so it looks like this "bAllowMultipleMasterLoads=1" <--i.e. change 0 to a 1 2. Go into FOMM, Tools - TESsnip, Open the MODs you're using and under the spells tab make masters i.e. this will make an ESM of the selected ESP but will in no way alter the ESP.3. Open GECK and load all the ESM's you want...but dont load the esps aside from the "active" one of course you are working on. Mod Away. This method bypasses a lot. And when you are done, your esp will only be reliant on the Fallout3, DLC's, and any custom Textures, Meshes, or Sounds you used from other peoples plugins. Well it worked for me anyway. I used like 14 mods ranging from weapons to armor, to custom npc's, and buildings and environments. Set them all to ESM's and went to work. Any custom textures, meshes, and sounds I used; I renamed so as to avoid any possible conflict or errors; and to makes packaging easier...setting the first two characters of any custom textures, meshes, and sounds to the same for all makes it easier to package when its a said and done. I installed the mod on my test machine which only has Updated Fallout3, and all DLC's...no mods. Works fine. Well hope I was helpful. BTW I'm a total nub at this too... Take care all. Link to comment Share on other sites More sharing options...
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